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Rylorn

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  1. This thread is old, but I still am dying for an import keybinds feature
  2. Admittedly, I had been playing Pyro from beta through 2.0, and then the nerf tidal wave came and I was forced to switch classes, and no longer have a geared Pyro to test out the PTS properly. Is there any chance the PTS can get a special vendor to allow me access to all the new gear?
  3. The question made some weak arguments, I couldn't agree more that our defensiveness has nothing to do with the amount of cooldowns we have. It has everything to do with the quality of the cooldowns. Like it or not, the bar set by Marauders is the bar that every other Melee dps class and spec needs to reach now, not mirror, but reach in terms of overall ability to prevent death. Part of the problem was the environment, how marauder defensive cooldowns scaled. Both Undying Rage(1m cooldown in rage) and Force Camouflage(45s cooldown) save that player from certain death, despite how many players are trying to burst him/her down for a short amount of time. Those cooldowns are amazing and most of all, have very short downtmes. If you compare those two cooldowns to ANY other melee dps, the other will be immeasurably weak. I only ask that you bring Powertechs up to Marauders, or bring Marauders down to Powertechs.
  4. This is how I feel as well. I feel our arguments were weak, and Bioware just wasn't swayed. Combined with some poor timing of some minor improvements that allow Bioware to argue that we haven't fully tested the 2.4 changes yet, all the answers are depressing.
  5. I would support these skills being more mid range, something like 20 meters. I do think Incendiary missile needs to be a longer range attack for it to be a useful opener. We need -some- decent increased range options even if we don't have many.
  6. Right now, PTs are bad, but from Launch until 2.0 we were fun. I don't think Bioware has an agenda to make us weak.
  7. Stealth scan is actually useful if used in a certain way. You would basically want to use it immediately after a stealther uses an in combat stealth and they are revealed almost always if done fast enough. As for Kolto Overload, I think that is a good observation, that burst below 30% is crazy, and maybe the skill needs to take us above execute range.
  8. Idea to make our dots and Thermal Detonator useful Our damage potential is all in our damage over time(dot) attacks now. I think Thermal detonator needs a buff and I would like to merge the two ideas. Thermal detonator should prevent dots from being removed until it explodes. This would give a unique mechanic to Pyro, help with how easy our dots are too remove, and give us a much needed buff, and not require huge development time.
  9. Explosive Dart Fizzles on target death- This is a something I have been concerned about for a while. If the target dies, the attack goes to waste. I think the skill should trigger instantly if the target dies. Explosive dart isn't very powerful and I think this is one change that is needed.
  10. Shoulder Cannon I think we were overlooked when this ability was created. Other 2.0 skills targeted needs and shoulder cannon doesn't do much of anything. We have a slight damage increase, but because we are under performing already, it doesn't seem like the damage matters. The ability to interrupt is decent, but our interrupting and node guarding ability doesn't compare to other ACs, therefore feels lackluster. Great new skills I wish we had something as useful as: - Rolls for agents, Ops are now the fastest class in the game - Force barrier, long cooldown, but is a 2nd stun break and makes them invulnerable. - Electronet - amazing cooldown to help finishing off targets, prevents players from escaping with their own cooldowns I wouldn't consider this a top need, if our normal damage was equal to snipers and marauders, I think I would want to reevaluate how I felt about the damage on shoulder cannon.
  11. Kolto Overload This skill doesn't scale well when taking damage from multiple players. I think the idea is very cool, I was impressed when I first used the skill and thought it gave us something unique when I tested it out in duels. This is a good idea, just needs something to make it useful in more than 1v1. Energy shield This is a good skill overall, I think once the other parts of the class are improved, this will be just fine. Stealth Scan Great skill, a great counter to Operative healers that many people think are overpowered. I think if Powertechs were used more in ranked, it would help counter operatives.
  12. Underlying statistical issue Critical rating - This stat is not desirable for the most part among ranked pvpers. All the math points to critical rating being a weak stat, that loses out to power and surge. Changing this isn't easy, as players everywhere will be unhappy about needing to regear. However, during an expansion please consider this buffing crit. I always felt that PTs could really utilize crit well, so I think this is of particular importance to us.
  13. Talent: Pyro Shield This is a weak talent for us right now. The main problem is the internal cooldown on how often it can proc or the damage it does, either change could make this something worthwhile. This talent does not provide a deterrent for anyone that wants to get a kill on a PT, the damage just isn't threatening enough. I will say, this is a talent I would be very excited for if it was powerful enough to make someone think twice about attacking me. Also, the effect is very obvious, and doesn't match the fear factor that someone feels when they see it. Keep the effect, add the fear in my opinion. Metrics about how Pyro's spec may reveal whether I am correct about this.
  14. Incendiary Missile Currently, this skill is very expensive at 22 heat. The high heat cost incentivizes focus on a single player. I think that is a good thing. Part of the theme behind fire is that if "fire" builds up, it becomes overwhelming; and in the past, Pyro has excelled at single target damage with a few key aoe cooldowns and I think everyone that remembers having fun with Pyro would want to restore that balance. Here is one problem, the high heat cost of this skill doesn't match how much the individual skill does. The skill feels very comparable to corrosive dart, except that corrosive dart is much cheaper. In order to keep the playstyle of Pyro focused on single target, I would rather keep the cost high, but adjust the effect so that it is actually worth the cost. One major problem that Pyros are facing is how easy it is to remove their dots. If a Lethality sniper loses their dots, it isn't the same exactly because of how much incendiary missile costs and we are putting our lives on the line in close range to apply ours .I really would like to see some sort of protection via talents to help this, as well as an increased effect to make this dot appropriately effective for the cost. (sorry for posting this everywhere, but I decided I should consolidate everything into my thread and will continue to use this to post everything)
  15. Thermal Detonator This suffers from the damage over time aspect that CGC received. Long duration dots are not useful because they are removed by Operative healers. In general, I think almost all PTs feel like this skill doesn't pack any 'punch' anymore. It is to the point that if I spec all the way up the tree, I debate not taking this talent to replace it with something on a much lower tier. It is almost not worth taking entirely. I think we need to make it what it used to be again. Long range, all burst damage, and replace explosive dart again. Explosive dart is another one of those 'meh' skills that I feel does almost nothing. Having both skills causes ability bloat, and I think merging the two could make room for Jet Charge, at least as Pyro is concerned.
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